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Espinal, E., Huisa, F. (2016). Proceso de desarrollo de software de entretenimiento [Tesis, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/620546
Espinal, E., Huisa, F. Proceso de desarrollo de software de entretenimiento [Tesis]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2016. http://hdl.handle.net/10757/620546
@misc{renati/364521,
title = "Proceso de desarrollo de software de entretenimiento",
author = "Huisa Martínez, Flor de María",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2016"
}
Title: Proceso de desarrollo de software de entretenimiento
Authors(s): Espinal Anca, Evelin Lisset; Huisa Martínez, Flor de María
Advisor(s): Pérez Pichis, Roy
Keywords: Juegos de computadora; Desarrollo de software; Industria del software; Ingeniería de Sistemas
Issue Date: 1-Apr-2016
Institution: Universidad Peruana de Ciencias Aplicadas (UPC)
Abstract: El sector del software de entretenimiento (SWE) es la industria tecnológica con mayor proyección de crecimiento. Se estima que este mercado crecerá a un ritmo anual de entre el 6,7% y el 10,5%. Por este motivo, se calcula que el número de jugadores activos a nivel mundial crezca un 5,9% . Actualmente, el software de entretenimiento se ha vuelto importante en la vida cotidiana ya que no se limita al área de los juegos y diversión, sino que abarca campos de estudio, comercial, capacitaciones, etc. Lo cual permite a las personas interactuar con procesos o actividades percibidos como complejos en el mundo real de una manera amigable y fácil de entender mediante las representaciones animadas. Sin embargo, se ha detectado que existen muchos problemas en el momento del desarrollo que generan pérdidas debido a la mala estimación de tiempo y recursos ya que el SWE desarrollado no cumple con los requerimientos y estándares esperados por los interesados en el proyecto. En ese sentido, el objetivo de la realización del proyecto es proponer una guía con las buenas prácticas para el desarrollo del SWE considerando las áreas de competencia definidas por el IGDA que es la Asociación Internacional de Desarrolladores de videojuegos y las fases del proceso de desarrollo. Para lograr el objetivo antes expuesto, se sugiere una serie de pasos. En primer lugar, se describe a detalle las áreas de competencia definidas por el IGDA (Asociación Internacional de Desarrolladores de Juegos). Luego, la descripción a detalle de las fases del proceso de desarrollo de SWE. De cada área y fase se define las tareas, términos, artefactos que se desarrollan en cada una de ellas. Posteriormente, se identifican los activos que existen en cada cruce entre las áreas y fases del proceso. De cada cruce identificado, se lista y profundiza las entradas, salidas, herramientas, técnicas y dispositivos; obteniendo así una guía de buenas prácticas para el proceso de desarrollo de un SWE. Para el desarrollo de las herramientas y dispositivos se utiliza como referencia los eventos 3E (Electronic Entertainment Expo), CES (Consumer Electronics Show) y GDC (Game Developers Conference). Con el objetivo de validar la eficiencia de la guía, con los pasos definidos se documenta un caso de estudio de un serious game. Finalmente, se elabora dos guías específicas para el proceso de desarrollo de software de entretenimiento 2D y 3D tomando como base la guía propuesta.
The entertainment software industry is the technology industry with the greatest potential growth. It is estimated that this market will grow at an annual rate between 6.7% and 10.5%. For this reason, it is estimated that the number of active players worldwide will grow by 5.9%. Currently, the entertainment software has become important in everyday life as it is not limited to the area of games and fun, but covers fields of study, commercial, training, etc. This allows people to interact with complex processes or perceived in the real world in a friendly and easy to understand by the animated representations activities. However, it seems there are many problems at development that generate losses due to weak estimation of time and resources because the SWE development does not meet customer expectations. In this sense, the goal of this project is to propose a guide of good practices for the development of a SWE considering the competency areas defined by the IGDA (International Association of Developers of video games) and the stages of development. To achieve the purpose above, some steps will be followed. First, it will describe in detail the area of competence defined by the IGDA (International Game Developers Association), then, the detailed description of the stages of development of SWE. For each area and phase, the tasks, terms and artifacts will be defined. Subsequently, the assets that exist at every intersection between the areas and stages are identified. For each intersection identified, the inputs, outputs, tools, techniques and devices will be analyzed; to get a good practice guide for the development process of a SWE. For the development of tools, and devices, the 3E (Electronic Entertainment Expo), CES (Consumer Electronics Show) and GDC (Game Developers Conference) will be used as reference events. Using this guide, a case study of a serious game will be documented. Finally, an analysis will be performed considering the fields of study in the areas of competence of the IGDA and what colleges are currently providing.
The entertainment software industry is the technology industry with the greatest potential growth. It is estimated that this market will grow at an annual rate between 6.7% and 10.5%. For this reason, it is estimated that the number of active players worldwide will grow by 5.9%. Currently, the entertainment software has become important in everyday life as it is not limited to the area of games and fun, but covers fields of study, commercial, training, etc. This allows people to interact with complex processes or perceived in the real world in a friendly and easy to understand by the animated representations activities. However, it seems there are many problems at development that generate losses due to weak estimation of time and resources because the SWE development does not meet customer expectations. In this sense, the goal of this project is to propose a guide of good practices for the development of a SWE considering the competency areas defined by the IGDA (International Association of Developers of video games) and the stages of development. To achieve the purpose above, some steps will be followed. First, it will describe in detail the area of competence defined by the IGDA (International Game Developers Association), then, the detailed description of the stages of development of SWE. For each area and phase, the tasks, terms and artifacts will be defined. Subsequently, the assets that exist at every intersection between the areas and stages are identified. For each intersection identified, the inputs, outputs, tools, techniques and devices will be analyzed; to get a good practice guide for the development process of a SWE. For the development of tools, and devices, the 3E (Electronic Entertainment Expo), CES (Consumer Electronics Show) and GDC (Game Developers Conference) will be used as reference events. Using this guide, a case study of a serious game will be documented. Finally, an analysis will be performed considering the fields of study in the areas of competence of the IGDA and what colleges are currently providing.
Link to repository: http://hdl.handle.net/10757/620546
Discipline: Ingeniería de Sistemas de Información
Grade or title grantor: Universidad Peruana de Ciencias Aplicadas (UPC). Facultad de Ingeniería
Grade or title: Ingeniero de sistemas de información
Register date: 20-Sep-2016
This item is licensed under a Creative Commons License